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Fire Emblem Heroes Wiki:Build Center/Sigurd: Holy Knight

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Quick Hero Info
Type
Icon Move Cavalry.png Icon Class Red Sword.png
Stats
41 / 35 / 32 / 34 / 17
Exclusive skills

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Cavalry.png Cavalry
Holy Crusader
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Sigurd is one of the best choices for a cavalry tank thanks to his unique skills that can heavily mitigate damage taken from magical opponents. Most notably, despite the disadvantage, Sigurd can stand up to Reinhardt, who is normally the bane of any red unit.

Weapon: Icon Class Red Sword.png Divine Tyrfing is Sigurd's weapon of choice, and it is unique to him. It grants +3 Res, and more importantly, it mitigates damage taken from magic by 50%. This means that despite Sigurd's low Res, he effectively has a free Aegis against any mage, which improves Sigurd's survival greatly. This effect is also why a -Res bane is fine on him since he already has great damage reduction from mages anyway, and he has a good amount of HP to stomach the hit.

Assist: Icon Skill Assist.png Reposition or Icon Skill Assist.png Swap are Sigurd's choices of Assists. Reposition is more versatile, allowing the user to help an ally jump ahead and closer to their foes, or it can be used to help get allies out of danger. Swap performs a similar task but the user instead switches places with an ally, and is better used in tighter spaces. Either Assist will do the job, so just choose whichever is preferred.

Special: Icon Skill Special.png Bonfire or Icon Skill Special.png Ignis are Sigurd's choices for his Special. Both of them add damage based off of the user's Def, and Sigurd has plenty of that to take advantage of. This also comes down to player preference, with Bonfire having a faster charge and Ignis being far stronger.

A Passive: Distant Counter.png Distant Counter is chosen as Sigurd's A skill. With this skill, he can retaliate against any mage that dares to try and engage him. Most mages are pretty fragile and will be destroyed when Sigurd strikes back. He'll also be able to counterattack against most archers that try to fight him.

B Passive: Crusaders Ward.png Crusader's Ward is Sigurd's B skill, and is unique to him. If Sigurd is attacked twice consecutively from a range, then the damage of the second strike is reduced by 80%. This is the key skill that allows Sigurd to live against Reinhardt, but it also helps him survive against archers like Brave Lyn or other archers who wield the Brave Bow+. Between his weapon's effect and this skill's effect, Sigurd fears almost nothing from a range.

C Passive: Hone Cavalry.png Hone Cavalry is an option for Sigurd's C skill. Given that he is best used on a cavalry team, then a cavalry buff will help him support buff his teammates. However, other cavalry buffs can be used instead, depending on what is needed. Should he be used on a regular team, then regular Hone or Spur buffs could suffice, or even his his natural Spd Smoke 3.png Spd Smoke 3 can be put to good use to help deter opponents by reducing their Spd.

Sacred Seal: Distant Def 3.png Distant Def 3 or Quickened Pulse.png Quickened Pulse are both good options for Sigurd's Seal. Distant Def will help make Sigurd even sturdier against ranged opponents, thus improving his survival. Quickened Pulse on the other hand will help Sigurd charge his Special much faster, which can help him break through tougher opponents like Xander and Brave Ike.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry
Vanilla Crusader
Icon Skill Assist.png Reposition / Flexible
Stats: +Spd/-Res
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Sigurd is a well-rounded cavalry horse unit, excelling at both tanking hits and dishing out damage in return. Fortunately for him, he comes with a default kit that is more than usable and optimal on its own.

Divine Tyrfing is Sigurd's default weapon, and there's little reason to replace it. Despite Sigurd's abysmal Res, his weapon allows him to tank mages with ease when combined with his exclusive B-skill. Being an uninhabitable weapon, it also has an impressive 16 might.

As always, the assist slot is flexible, but Reposition is a reliable choice.

Bonfire is Sigurd's recommended special move due to his excellent defense stat, allowing him to hit hard when Bonfire activates. If you'd prefer a faster cooldown in exchange for a noticeable decrease in damage, Moonbow would be a better choice, but Bonfire is stronger and more consistent overall.

Sigurd's default A-skill, Close Def 3, is fantastic on him, allowing him to tank even the strongest of sword/lance/axe wielders. A neutral Sigurd with Close Def 3 will reach a staggering 40 defense when attacked at close range.

Crusader's Ward is Sigurd's exclusive B-skill, and, like Divine Tyrfing, it works wonders in terms of tanking mages, as well as pesky ranged units like Brave Lyn. Sigurd can even take a +Atk Reinhardt's hit with ease, despite his low resistance.

Finally, the C-slot is flexible as usual. Buffs like Hone Cavalry are recommended if you are running Sigurd in a cavalry team. If not, his default Spd Smoke 3 is also a good choice.
Hero Feather Darkened.png High investment
Max Attack Sigurd
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46/64/37/29/12. All his stats are pretty bad with this build except his Attack and Speed.
Pen.png Creative
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry
No Weaknesses

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Dueling Crest.png Arena
Universal Crystal.png Medium investment
Ultimate Enemy Phase
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With this build. Sigurd becomes ones of the best Enemy Phase units in the game as he will be able to tank nearly everything a mage throws at him and will be able to eat units such as Brave Lyn and Winter Tharja for breakfast.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Making Distant Counter Work (Against not just Reinhardt)
Icon Skill Assist.png Flexible
Stats: Flexible
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The Deflect abilities, such as Crusader's Ward, have the unfortunate problem of being ineffective against units who you can counter attack. Fortunately, this can be negated with Vantage; you will attack first, and then the enemy attacks will come consecutively. This is problematic, as Vantage and Crusader's Ward take up the same slot. Fortunately, the sacred seal Deflect Magic 3 has almost the same effect, so we can use this instead. This will let him survive most of the things he could before, and now he can counter attack as well. Unfortunately, this does lose him his Crusader's Ward effect against bows and daggers. However, the ability to counter attack mages will almost make up for this.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry
Anti Follow-Up

A description has not been written for this build yet.